1) The operating system will always warn of the dangers of running an EXE even if there are none.
2) The program uses the AutoHotkey language (aka AutoIt). Some software can see this as an intrusion because the program, in some cases, awaits user input and the press of keystrokes.

I guarantee there is no danger and no malware. It is simply the nature of the EXE file and the AHK language.

• Dynamic Simulation now attempts to use the current highest view distance if enabled
• Fixed: player-related trigger condition snippets (now also activate from within vehicles)
• Added UI for Dynamic Group Membership exemptions
• More attempts to avoid spawning ambient civilians and cars near airports/military
• Offloaded more calculations to the server rather than the client
• Added info to debug hint
• Some default values modifications

• Side by side with the ArmA 3 Eden Editor, create your own missions in record time

• You do not need to tinker with any files
• Everything is done through this application
• Very little scripting knowledge is required

• Get assistance from ADAM's efficient and user-friendly controls

• Automatic insertion of line breaks
• Copy code to clipboard
• Generate functions at the click of a button

• Plug and play TvE coop scenarios for highly randomized tasks
• Write up a custom briefing and generate tasks like never before
• Use and enable simple snippets of code to embellish your mission
• Benefit from a player respawn-persistent realistic air transport system
• Persistently apply the Dynamic Simulation System

• to all objects and groups
• for both editor-placed and newly-spawned

• Realistically and effortlessly populate your sandbox

• With random temporary encampments
• With 40+ combinations of high-end patrols
• With the inclusion of reinforcements
• With automatic population of settlements with civilians and vehicles
• With automatically generated combatants in urban areas and countryside

• Enjoy respawn / JIP / headless compatible scripts

• For tasks and briefings
• For eventhandlers, actions, and custom support menu
• For player loadout after respawn

• Fill out the tabs you wish with your arguments and code
• You can even save and load a profile

• You will not lose any of your data
• You can continue building your mission at a later time

• Click the Save and Update button

• Test your mission in real-time
• Each mission file will be updated with your newest input
• When you're done, save your mission to play with others

Create/enable/disable/modify/access/enjoy all the following from within the application:

1. Start a new mission in the ArmA 3 editor
2. Launch ADAM and point to the newly created mission folder in your user documents
3. Input your desired parameters and save your mission when you are satisfied

• Debug includes player markers and number of total groups
• Dynamic simulation not applied to player's group
• Dynamic simulation notice added for creator's consideration
• Blacklisted locations replaced with triggers (failproof)
• Ambient combatants will not spawn/patrol in blacklisted trigger area

VERSION 6.17.04.12.005

• Air Taxi condition modifications
• Air Taxi no longer cached
• Other small changes

VERSION 6.17.04.12.004

• UI changes

VERSION 6.17.04.12.003

• Fixed profile loading

VERSION 6.17.04.12.002

• UI additions
• Main buttons keyboard shortcuts (Alt+)
• ABOUT info now contains summary, features, and changelog history
• Air Taxi request can be over-ridden by another player (to circumvent a stubborn AI pilot)

• Units in buildings now remain standing
• Static units play animations
• Gunners will scan arcs
• All scripted military vehicles are locked
• All scripted parked vehicles are locked
• Civilian cars being driven are unlocked
• Substituted explosion snippet for a larger explosive ordnance
• Substituted the fire FX for smoke and the FX now centers on the object
• You can now blacklist locations for TOWN-COUNTRY combatants
• Use markers to blacklist locations
• Prevent combatants from spawning in specific towns and sites containing buildings
• Create a safezone for a friendly-controlled military base or town
• Patrolling vehicles will no longer halt indefinitely
• Parked vehicles will align with roads
• Civilians will avoid spawning in military installations
• Added Building Occupation code to the SNIPPETS 2 tab
• Place a marker directly on top of an enterable building
• Choose the type of units to spawn
• Select the percentage of occupancy
• You will obtain units guarding random positions inside a building
• Perfect for creating a killhouse scenario or raid on a large building

VERSION 4.16.02.02.138

• Added the INTRO tab

• Enable the UAV feed at mission start
• Simply input your settings for the UAV camera
• Added the TOWN - COUNTRY tab
• Civilians and parked vehicles will automatically spawn within settlements
• Select the density (lower / higher)
• Infantry units of your chosen type can also spawn within settlements
• Random infantry groups may also patrol the countryside
• You may select a probability of presence for these combatants
• Select the distance from the player at which spawning occurs
• Framerate is preserved through automatic removal of entites when players are far away
• Added a MOUT view distance setting in the PARAMETERS tab
• Set a view distance for players on foot in urban areas
• Allows a drastic increase in framerate within towns and settlements
• Added a location name output option
• A player nearing a location such as a town, airfield, etc., will see the location's name
• Select from 8 different on screen text styles (location/date/time)
• Added a debug option in the PARAMETERS tab
• A hint updated every 5 seconds will show stats such as player Side, damage, and location
• The number and Side of all world entities will also be updated (vehicles,blufor,opfor,civilians,etc.)
• Markers will show the position of each unit (color-coded) and each vehicle (shaped-coded)
• Added the "Enable player revive" option (introduced in End Game)
• Added the "Enable 3D task markers" option (introduced in End Game)
• Several script modifications for improved reliability
• Some general coding tweaks
• GUI modifications (font, contrast, color)
• Compatible with EDEN 3D editor

VERSION 3.15.07.29.60

• Tweaked backwards compatibility between all versions

• Faster process for saving and updating mission files
• The user can modify PWNR source scripts without them being overwritten
• Useful for those who wish, for example, to replace vanilla units with their own array of classnames
• Added Civilian units to R-Force to mimic fleeing refugees
• Tweaked several scripts and app source code
• Added multiple respawn positions code
• Available with "Instant" and "Base" respawn types
• The user may easily create and remove several respawn points
• The user may enable repawn at mission start
• Similar to selecting "End Game" types of respawn positions
• Added variable initialization to TASKS
• Will help remind the user to initialize vars
• Will automate variable calls in INIT tab

• much less resource hungry
• will increase framerate by a minimum of 10-15 fps when dealing with a couple hundred entities
• Fully functional consistent gear and loadouts option
• player loadouts are consistent upon mission save/load
• player's gear is given back to the player when he respawns (at base or where he died)
• player's gear is loaded 5 seconds after respawn to overwrite the default respawn loadout
• in line with logic, player will adopt the AI unit's gear if he respawns as a playable AI unit
• Added a 2nd SNIPPETS tab to include:
• code concerning virtual arsenal
• direct access to bookmarks (scripting commands, functions, assets)
• Added an R-FORCE tab:
• to create reinforcements
• similar to the PATROLS and CAMPS tabs
• select the type of reinforcements to spawn
• have them scramble from marker 1 to marker 2
• if no engagement occurs, the reinforcements will patrol or defend the area around marker 2

• similar to the INIT tab
• enables custom code to be added to the description file (i.e. music and sounds)
• Larger display monitors will have a bigger window interface
• any monitor over 768 px height will see a larger user interface
• less strain on the eyes with fonts gaining 2 points in size

VERSION 2.15.07.29.96
• Fixed bug in patrol script that would not have vehicles look for roads

• AI squad units will hover a helicopter at 3m
• Ideal for quick insertions and extractions over treacherous terrain
• To allow units to safely jump out of or embark in the helicopter
• Useful for dropping divers into the water or picking them up during seaborne insertions/extractions

• Modified Briefing tabs to resemble the SMEAC
• Completely reworked the patrols
• now choose from a selection of 43 combinations of side/faction/type
• easily know what to expect with an on-screen message in the Patrols tab
• Created a new tab: CAMPS
• allows for random creation of temporary encampments in the sandbox
• camps will contain random objects and a loitering group
• Created a new tab: CACHING
• allows the possiblity to enable caching of units, vehicles, and objects
• lets you select a distance to cache from, and optionally add exceptions
• can remarkably increase framerate for large or heavy missions
• Added the options to save/load a profile to allow users to:
• continue building a mission at a later time without losing any data
• build another similar mission in half the time by not having to rewrite all briefings, tasks, etc.

VERSION 1.15.07.29.01
• First release

Credits & Thanks:
Application and scripts created by Pwner Actual and Wop Actual.
Program developed using AutoHotkey's powerful commands and GUI creator.

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